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    <title>Daniel Plas Rivera</title>
    <description>Lead Software Engineer — GenAI, Data Engineering, Reverse Engineering</description>
    <link>https://morphus56k.com</link>
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    <language>en-us</language>
    <lastBuildDate>Sun, 05 Jul 2026 13:57:53 GMT</lastBuildDate>
    
    <item>
      <title><![CDATA[The Memorial Bot Learns to Fight Back: From Behavioral Cloning to Style-Constrained Reinforcement Learning]]></title>
      <description><![CDATA[Six weeks of the alanmargolies88 project: why pure imitation plateaued at a passive average, what ~34 verified arXiv papers changed about the design, how a mislabeled RAM byte silently shaped two training runs, and the first RL run where 'plays like Alan' is inside the objective itself.]]></description>
      <link>https://morphus56k.com/blog/alan-bot-rl-era</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/alan-bot-rl-era</guid>
      <pubDate>Sat, 04 Jul 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>behavioral-cloning</category>
      <category>reinforcement-learning</category>
      <category>machine-learning</category>
      <category>fighting-games</category>
      <category>marvel-vs-capcom</category>
      <category>fightcade</category>
      <category>memorial-ai</category>
      <category>imitation-learning</category>
      <category>arxiv</category>
      <category>reverse-engineering</category>
    </item>
    <item>
      <title><![CDATA[Cabinet-Faithful Spectating: Why You Can't Just memcpy a Game State Across Architectures]]></title>
      <description><![CDATA[The sequel to the Arcade1Up protocol RE: disassembling libarcade.so's spectate consumer, discovering the cabinet's blind-apply-and-run model, proving verbatim state resume is impossible cross-architecture, and a debugging saga where the biggest bug was my own screenshot tool swapping red and blue.]]></description>
      <link>https://morphus56k.com/blog/cabinet-parity-spectate</link>
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      <pubDate>Sat, 04 Jul 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>reverse-engineering</category>
      <category>arcade1up</category>
      <category>cps2</category>
      <category>emulation</category>
      <category>cross-architecture</category>
      <category>fighting-games</category>
      <category>libarcade</category>
      <category>m68000</category>
      <category>fbalpha</category>
      <category>debugging</category>
    </item>
    <item>
      <title><![CDATA[The Missing State Schema for the Memorial Bot Was a Paper, Not a Trace Session]]></title>
      <description><![CDATA[Closing two long-open items on the alanmargolies88 behavioral clone — state perception and the four player-struct offsets we'd never wired — using a community reverse-engineering reference for Marvel vs. Capcom's EU 0.2.5 ROM.]]></description>
      <link>https://morphus56k.com/blog/state-schema-from-paper</link>
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      <pubDate>Wed, 27 May 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>behavioral-cloning</category>
      <category>machine-learning</category>
      <category>fighting-games</category>
      <category>marvel-vs-capcom</category>
      <category>fightcade</category>
      <category>reverse-engineering</category>
      <category>memorial-ai</category>
    </item>
    <item>
      <title><![CDATA[Can You Bring a Fightcade Player Back? Building a Behavioral Clone of alanmargolies88]]></title>
      <description><![CDATA[An AI-for-good project: training a behavioral clone of a beloved Marvel vs. Capcom 1 Fightcade player from 7,554 of his recorded matches, so the community can spar with his playstyle again.]]></description>
      <link>https://morphus56k.com/blog/alanmargolies88-behavioral-clone</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/alanmargolies88-behavioral-clone</guid>
      <pubDate>Mon, 25 May 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>ai-for-good</category>
      <category>behavioral-cloning</category>
      <category>machine-learning</category>
      <category>fighting-games</category>
      <category>marvel-vs-capcom</category>
      <category>fightcade</category>
      <category>memorial-ai</category>
      <category>imitation-learning</category>
      <category>preservation</category>
    </item>
    <item>
      <title><![CDATA[Reverse Engineering Arcade1Up's Online Fighting Protocol]]></title>
      <description><![CDATA[From TCP packet captures to P2P input exchange at 60fps — reverse engineering Arcade1Up's proprietary online multiplayer system for Marvel vs Capcom, building a desktop spectator client and fighting bridge with RetroArch + FBA Alpha]]></description>
      <link>https://morphus56k.com/blog/arcade1up-online-reverse-engineering</link>
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      <pubDate>Mon, 09 Feb 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>reverse-engineering</category>
      <category>networking</category>
      <category>arcade1up</category>
      <category>fighting-games</category>
      <category>protocol-analysis</category>
      <category>electron</category>
      <category>python</category>
      <category>retroarch</category>
    </item>
    <item>
      <title><![CDATA[How Do You Add a New Secret Character to a 1998 Fighting Game?]]></title>
      <description><![CDATA[Reverse engineering MvC1's hidden character box system - discovering three table formats, cursor navigation mechanics, and the path to making Armored Spider-Man selectable]]></description>
      <link>https://morphus56k.com/blog/armored-spiderman-hidden-box</link>
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      <pubDate>Fri, 06 Feb 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>reverse-engineering</category>
      <category>rom-hacking</category>
      <category>cps2</category>
      <category>68000</category>
      <category>state-machines</category>
      <category>character-injection</category>
      <category>binary-analysis</category>
    </item>
    <item>
      <title><![CDATA[Binary Forensics: Recovering an Unreleased Character from a 1998 Fighting Game]]></title>
      <description><![CDATA[Systematic binary analysis discovers 85 code references, 4 disabled load points, and 3 distinct table formats for character ID 0x2E -- evidence of an unreleased Armored Spider-Man in MvC1's CPS-2 ROM]]></description>
      <link>https://morphus56k.com/blog/binary-forensics-unreleased-character</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/binary-forensics-unreleased-character</guid>
      <pubDate>Fri, 06 Feb 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>binary-forensics</category>
      <category>reverse-engineering</category>
      <category>cps2</category>
      <category>68000</category>
      <category>state-machines</category>
      <category>character-injection</category>
    </item>
    <item>
      <title><![CDATA[What Are the Absolute Hardware Limits of CPS-2 Arcade Boards?]]></title>
      <description><![CDATA[Pushing every ROM type to the theoretical maximum of Capcom's CPS-2 hardware: 128MB graphics, 16MB audio, 4MB program - documented with in-game verification]]></description>
      <link>https://morphus56k.com/blog/cps2-maximum-rom-expansion</link>
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      <pubDate>Fri, 06 Feb 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>hardware-limits</category>
      <category>cps2</category>
      <category>rom-expansion</category>
      <category>embedded-systems</category>
      <category>arcade-hardware</category>
      <category>systems-engineering</category>
    </item>
    <item>
      <title><![CDATA[CPS-2 Reverse Engineering Series]]></title>
      <description><![CDATA[Complete series index: reverse engineering Capcom's CPS-2 arcade hardware from first principles -- binary forensics, ROM expansion, audio injection, and character restoration]]></description>
      <link>https://morphus56k.com/blog/cps2-series-index</link>
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      <pubDate>Fri, 06 Feb 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>cps2</category>
      <category>reverse-engineering</category>
      <category>series-index</category>
      <category>systems-engineering</category>
    </item>
    <item>
      <title><![CDATA[How Do You Add a Custom Diagnostic Screen to Arcade Hardware?]]></title>
      <description><![CDATA[Engineering a new menu item and 24-line verification screen into CPS-2 arcade firmware using 68000 assembly, jump table extension, and sprite system mastery]]></description>
      <link>https://morphus56k.com/blog/cps2-test-menu-engineering</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/cps2-test-menu-engineering</guid>
      <pubDate>Fri, 06 Feb 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>systems-engineering</category>
      <category>assembly</category>
      <category>reverse-engineering</category>
      <category>cps2</category>
      <category>68000</category>
      <category>embedded-systems</category>
      <category>rom-hacking</category>
    </item>
    <item>
      <title><![CDATA[Can You Port a Dreamcast Soundtrack to a 1998 Arcade Board?]]></title>
      <description><![CDATA[Porting MvC2's jazz-fusion soundtrack to MvC1's CPS-2 hardware - from 8-bit PCM injection to multi-bank streaming playback via Z80 ISR-driven bank switching, including the int16_t bug that tripled playback speed]]></description>
      <link>https://morphus56k.com/blog/mvsc2-soundtrack-port</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/mvsc2-soundtrack-port</guid>
      <pubDate>Fri, 06 Feb 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>audio-engineering</category>
      <category>cps2</category>
      <category>qsound</category>
      <category>rom-hacking</category>
      <category>arcade-hardware</category>
      <category>embedded-systems</category>
      <category>reverse-engineering</category>
    </item>
    <item>
      <title><![CDATA[Selected Work]]></title>
      <description><![CDATA[Curated engineering case studies: binary-level systems engineering on CPS-2 arcade hardware, from ROM expansion to cross-architecture audio injection]]></description>
      <link>https://morphus56k.com/blog/selected-work</link>
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      <pubDate>Fri, 06 Feb 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>portfolio</category>
      <category>systems-engineering</category>
      <category>reverse-engineering</category>
      <category>cps2</category>
    </item>
    <item>
      <title><![CDATA[What Would a Next-Gen Emulator Look Like?]]></title>
      <description><![CDATA[Designing an emulator platform with Metal GPU rendering, AI opponents via CoreML/PyTorch, massively parallel training, and full developer tooling for fighting games]]></description>
      <link>https://morphus56k.com/blog/ai-augmented-developer-tools</link>
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      <pubDate>Sat, 24 Jan 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>machine-learning</category>
      <category>systems-architecture</category>
      <category>metal-api</category>
      <category>coreml</category>
      <category>pytorch</category>
      <category>emulation</category>
      <category>fighting-games</category>
    </item>
    <item>
      <title><![CDATA[Binary Forensics: What Hidden Features Exist in Compiled Binaries?]]></title>
      <description><![CDATA[Discovering undocumented characters, secret input codes, and unused entity IDs through systematic binary forensics on MvC1's CPS-2 ROM]]></description>
      <link>https://morphus56k.com/blog/cryptographic-pattern-analysis</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/cryptographic-pattern-analysis</guid>
      <pubDate>Sat, 24 Jan 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>binary-forensics</category>
      <category>pattern-analysis</category>
      <category>state-machines</category>
      <category>reverse-engineering</category>
      <category>input-decoding</category>
      <category>cps2</category>
    </item>
    <item>
      <title><![CDATA[Can You Max Out a 1998 Arcade Board's Storage?]]></title>
      <description><![CDATA[Expanding every ROM type on CPS-2 hardware to its theoretical maximum - 128MB graphics, 16MB audio, 4MB program - using Python automation and binary analysis]]></description>
      <link>https://morphus56k.com/blog/memory-management-binary-expansion</link>
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      <pubDate>Sat, 24 Jan 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>memory-management</category>
      <category>binary-formats</category>
      <category>systems-programming</category>
      <category>python</category>
      <category>embedded-systems</category>
      <category>cps2</category>
    </item>
    <item>
      <title><![CDATA[How Do You Make Reverse Engineering Work Reproducible?]]></title>
      <description><![CDATA[Structuring technical analysis so both humans and AI can execute it - from scattered ROM notes to automated validation pipelines with in-game verification]]></description>
      <link>https://morphus56k.com/blog/reproducible-analysis-workflows</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/reproducible-analysis-workflows</guid>
      <pubDate>Sat, 24 Jan 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>reverse-engineering</category>
      <category>documentation</category>
      <category>automation</category>
      <category>reproducibility</category>
      <category>workflows</category>
      <category>cps2</category>
    </item>
    <item>
      <title><![CDATA[What's Really Happening Inside a Binary's UI State Machine?]]></title>
      <description><![CDATA[Reverse engineering MvC1's character select screen - discovering cursor navigation tables, decoding entity ID mappings, and mapping three distinct secret character table formats]]></description>
      <link>https://morphus56k.com/blog/reverse-engineering-entity-systems</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/reverse-engineering-entity-systems</guid>
      <pubDate>Sat, 24 Jan 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>reverse-engineering</category>
      <category>binary-analysis</category>
      <category>embedded-systems</category>
      <category>state-machines</category>
      <category>memory-forensics</category>
      <category>cps2</category>
    </item>
    <item>
      <title><![CDATA[Can You Inject New Behaviors into a Binary Without Source Code?]]></title>
      <description><![CDATA[Adding a new secret character to a 1998 arcade game through ROM patching, 68000 assembly injection, palette engineering, and input sequence state machines]]></description>
      <link>https://morphus56k.com/blog/state-machine-injection</link>
      <guid isPermaLink="true">https://morphus56k.com/blog/state-machine-injection</guid>
      <pubDate>Sat, 24 Jan 2026 00:00:00 GMT</pubDate>
      <author>plasx1987@gmail.com (Daniel Plas Rivera)</author>
      <category>systems-engineering</category>
      <category>binary-analysis</category>
      <category>state-machines</category>
      <category>assembly</category>
      <category>reverse-engineering</category>
      <category>cps2</category>
      <category>68000</category>
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